Development Cycle Archive

Thread: Publish 8 Testing Feedback: Turrets with Manual Targeting

SimpleSin
Mon Apr 26, 2004 11:33 am
#53

I personally love the idea of SL having control of the manual turret control... It gives me a perk to acutally be one, besides busting others bases... There are few enough SL's around as is... Why not give us a perk that works along with our broken profession... And master Sl only, makes it even more useful... i'm not even a master, but it's a good incentive if the turrets are beefed up a little, if not i would have a better chance takin' the enemies out with my looted CDEF.... Turrets need help...


but that's enough I've mixed a few things in there... But ohh well.. have a good one...


Simple Syn



Aenea-MC
Tue Apr 27, 2004 3:36 am
#54

on flurry where i play, having a manual target turret will do nothing..



I agree with everyone else here


1) bump turrets HP up to 500-600k..


or


2) make turrets 1/4 the cost they have now


or


3) give rebel and imperial bases both the equivalent of "nova troopers".. perhaps these troopers would be spawned ONLY WHEN a turret reaches 25% total hit points left



-Cixin Xofaw (4/4/4/4 Jedi Guardian - Flurry)
Quevey
Tue Apr 27, 2004 5:21 am
#55

i like your idea Aenea but the turrets ham needs to be increased as many have said also nova type defenders at bases is in dire need for both sides 1 problem with that though is defenders tend to wander way to far if they could restrict them some how it would be great. imho



BOYCOTTING JUMP TO LIGHTSPEED UNTIL COMBAT BALANCE AND GCW REVAMP
Quevey
Tue Apr 27, 2004 5:22 am
#56

sorry missed your bump turrets up i just woke up lol



BOYCOTTING JUMP TO LIGHTSPEED UNTIL COMBAT BALANCE AND GCW REVAMP
LordRipper
Thu May 27, 2004 5:30 am
#57

Good Info



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